Basic Rules

Armor Class 14 (Natural)

Hit Points 9 (2d6+2)

Speed walk 30 ft.

STR DEX CON
7 (-2) 15 (+2) 12 (+1)
INT WIS CHA
8 (-1) 11 (0) 10 (0)

Saving Throws

Skills

Damage Resistances Bludgeoning, Piercing, And Slashing From Nonmagical Weapons

Damage Immunities Fire

Senses Darkvision 60 ft., Passive Perception 10

Languages Ignan

Challenge 0.5 (100 XP)

Proficiency Bonus +2

Traits

Death Burst. When the magmin dies, it explodes in a burst of fire and magma. Each creature within 10 ft. of it must make a DC 11 Dexterity saving throw, taking 7 (2d6) fire damage on a failed save, or half as much damage on a successful one. Flammable objects that aren’t being worn or carried in that area are ignited.

Ignited Illumination. As a bonus action, the magmin can set itself ablaze or extinguish its flames. While ablaze, the magmin sheds bright light in a 10-foot radius and dim light for an additional 10 ft.

Actions

Touch. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d6) fire damage. If the target is a creature or a flammable object, it ignites. Until a target takes an action to douse the fire, the target takes 3 (1d6) fire damage at the end of each of its turns.